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Enchantment List

 
   

Magic Item Choices - Magic Scroll Weapon enchants

The following enchants work on Simple, Martial and Advanced weapons that are Reinforced, Mastercrafted or at least +1 magical items without any effects.  

Arcane Sundering:

  Wondrous Weapon Enchantment Worth: 120 gp   when you make an attack ignore the armor rating of the armor by an additional +1

Evade Certain Death:

  Wondrous Weapon Enchantment Worth: 100 gp   When you damage a creature with an attack that would reduce the creature to 0 HP, the creature will not die instead it will fall unconscious.

Arming Weapon:

  Wondrous Weapon Enchantment Worth: 80 gp   Enchanted to be able to be used while grappling without needing the hand free.
 

Punching Bleed:

  Heroic Piercing/Puncturing Melee Enchantment Worth: 800 gp
*Requires Puncturing or Piercing melee weapons.
When attacking, if your attack hits higher than the enemies armour class the creature must succeed a DC 11 Constitution saving throw. Failure: at the end of their turn take 2d4 piercing at the end of each of their turns for 1 minute.   The creature repeats this save at the start of each turn for 1 minute or until it succeeds. Multiple instances of this effect stack. This effect can only be applied with an attack on your first successful hit with this weapon each turn.
 

Commanding:

  Legendary Weapon Enchantment Worth: 6,000 gp   Once on each of your turns, you can use one of the following properties:
• Immediately after you use the Attack Action to attack with the weapon, you can enable one creature within 60ft of you to use its Reaction to make one weapon attack.
• Immediately after you take the Dash Action, you can enable one creature within 60ft of you to use its Reaction to move up to its speed.
• Immediately after you take the Dodge Action, you can enable one creature within 60ft of you to use its Reaction to gain the benefits of the Dodge Action.

Disheartening:

  Heroic Weapon Enchantment Worth: 250 gp   When you hit a creature with an attack using this weapon, the target gains DisADV on the next save it makes before the end of your next turn. The creature ignores this effect if it's immune to being Frightened.   You can use this property a number of times equal to your prof. bonus per long rest. Whenever you apply this enchantment to a weapon that already bears it, the number of times you can use its property between rests increases by 1. *(it becomes Disheartening ii and Disheartening iii)*

Critical Sharpness:

  Heroic Slashing/Rending & Peircing Puncturing Weapon Enchantment Worth: 180 gp     When you hit an object with this weapon, you maximize your weapon damage dice against the target. In addition, when you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 10 Slashing damage.   Whenever you apply this enchantment to a weapon that already bears it, the extra damage increases by 5. *(Becoming Sharpness ii & Sharpness iii)* additionally at Sharpness iii you can gain feature to roll another d20 when you apply sharpness damage. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

Speed:

  Heroic Weapon Enchantment Worth: 1150 gp   Once per turn when you make an attack with this weapon, you can immediately make one additional attack.

Vengeful:

  Heroic Weapon Enchantment Worth: 130 gp   When you make an attack with this weapon, you can speak the enchantment’s command word. The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. You have ADV on attacks with the weapon against your sworn enemy, and DisADV on attacks with it against any other creature while your sworn enemy lives.

Quick Reflex:

  Wonderous Weapon Enchantment Worth: 45 gp   While you are wearing this weapon and aren’t Incapacitated, add your prof. bonus to Initiative Checks.   Whenever you apply this enchantment to a weapon that already bears it, the bonus increases by 1. *(Quick reflex ii and Quick reflex iii)*
 

Healthy:

  Wonderous Weapon Enchantment Worth: 30 gp   While you are holding or wearing this item, you immediately stabilize whenever you start your turn at 0 HP. In addition, whenever you roll a Hit Die to regain HP, double the number of HP it restores.
 

Audible Enhancement:

  Wonderous Weapon Enchantment Worth: 20 gp   When you take the Help action to aid an ally by distracting an enemy, you can also choose to distract any number of additional creatures within 30 feet of the target, giving any chosen ally advantage on attack rolls against each of the affected creatures once each.
 

Return Strike:

  Wonderous Weapon Enchantment Worth: 10 gp   If an attack roll against you, from a creature within 5ft of you, is above your EV but below your AC, you can use Return Strike to make an opportunity attack against the attacker (eg. your EC is 8 and your AC is 15 and the rolled attack is an 11 to hit against you provokes this Return Strike).
 

Reawaken:

  Legendary Weapon Enchantment Worth: 2250 gp   While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer starts at one successful save, has advantage on death saving throws, will come back to 1 hitpoint if they gain three successes and cannot recall details about the music if they wake. They may use this feature once before they must complete a long rest.
   

Shadowy:

  Legendary Weapon Enchantment Worth: 1000 gp   Treat as a +1 magic weapon when in dim light. The item gains the concealable property unless it is a two handed, which will lose the heavy property if it is two handed and heavy. Cannot be placed more than once on an item.
 

Puzzlebox:

  Heroic Weapon Enchantment Worth: 300 gp   An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a Magical and +1 weapon until the end of the next long rest.
 

Integral:

  Heroic Black Powder Weapon enchantment Worth: 150 gp   The enchantment creates a magical sound prism right as the shot is fired. The sound is muffled, and can only be heard in a range of 10-15 ft instead of half a mile.      



 

Magic Item Choices - Caster Weapon Enchantments

The following enchants work on Caster weapons and Caster Focus (staff, rod, arcane focus, holy symbol etc) and works as well on least +1 magical items that do not include additional effects.
 

Rainbow:

  Wonderous Caster Enchantment Worth: 170 gp   The bearer may change the damage type of a spell they cast once per short or long rest.
 

Resonant:

  Heroic Caster Enchantment Worth: 220 gp   Whenever bearer casts a spell, treat this weapon as a +1 spell casting focus weapon until the end of combat. Adding +1 to spell attacks and spell attack damage. Cannot stack with itself or another resonant weapon.
 

Shamanic:

  Heroic Caster Enchantment Worth: 540 gp   The bearer can learn up to 3 spells from the druid or cleric spell list and cast them from the enchanted caster weapon as if it had the ritual tag, cast time 10 minutes. You need to have a spell slot equivalent or higher than the level of the spells you wish to ritual cast.
 

Smoldering:

  Heroic Caster Enchantment Worth: 220 gp   When the bearer casts a spell that deals damage from this item it deals additional 2 fire damage per instance of damage.
 

Guidance:

  Heroic Caster Enchantment Worth: 480 gp   The bearer gains an extra level one spell slot, which recovers after a short or long rest.
 

Transient Guidance:

  Heroic Caster Enchantment Worth: 735 gp The bearer gains an extra level two spell slot, which recovers after a short or long rest.
   

Voidstone:

  Wonderous Caster Enchantment Worth: 20 gp   This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
   

Tempt the weave:

  Legendary Weapon Enchantment Worth: 2950 gp   This item will hold 13 charges. Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. (3 charges for 3rd level slot) The bearer can use a bonus action to remove 13 charges and make the next spell they cast upcast to a higher level, only taking up a spell slot of the intended level. All charges are lost during a long rest.
 

Voiceless:

  Wonderous Caster Enchantment Worth: 110 gp   The bearer may ignore the Verbal and/or Somatic components of a spell they are casting. They instead focus and their body becomes a beacon of energy, glowing with either their eyes, tattoos, scars, hair or skin/scales/feathers/fur.
 

Triggering Threat:

  Heroic Caster Enchantment Worth: 310 gp   The bearer may spend their reaction to treat this as +5 Evasion Class vs. spell attacks until the beginning of their next turn.
 

Scribbles: Compassion:

  Heroic Caster Enchantment Worth: 350 gp   Contains the knowledge on how to cast Cure Wounds spell at first level only. You additionally can cast it for free once per day, resetting at dawn.
 

Scribbles: Corrosive:

  Wonderous Caster Enchantment Worth: 90 gp   Contains the knowledge on how to cast the cantrip Acid Splash spell. You may replace an attack with extra attack style feature with this cast.
 

Scribbles: Chill:

  Wonderous Caster Enchantment Worth: 90 gp   Contains the knowledge on how to cast the cantrip Ray of Frost spell. You may replace an attack with extra attack style feature with this cast.
 

Scribbles: Blasted:

  Wonderous Caster Enchantment Worth: 90 gp   Contains the knowledge on how to cast the cantrip Fire Bolt spell. You may replace an attack with extra attack style feature with this cast.
 

Scribbles: Exalting:

  Heroic Caster Enchantment Worth: 350 gp   Contains the knowledge on how to cast Bless spell at first level only. You additionally can cast it for free once per day, resetting at dawn.
 

Scribbles: Sluggard:

  Heroic Caster Enchantment Worth: 320 gp   Contains the knowledge on how to cast Grease spell at first level only. You additionally can cast it for free once per day, resetting at dawn.
 

Scribbles: Malediction:

  Heroic Caster Enchantment Worth: 320 gp   Contains the knowledge on how to cast Bane spell at first level only. You additionally can cast it for free once per day, resetting at dawn.
 

Scribbles: Neutralizing:

  Heroic Caster Enchantment Worth: 320 gp   Contains the knowledge on how to cast Protection from Good and Evil spell at first level only. You additionally can cast it for free once per day, resetting at dawn.
 

Bone Charmed:

  Legendary Caster Enchantment Worth: 1400 gp The bearers caster weapon holds 3 charges and regains them when you take a long rest. You can expend these charges in the following ways: Spells: While attuned to the enchanted item, you learn Chill Touch. While holding this magic item, you can expend 1 charge to cast one of the following spells using your Spell Save DC:
• Animate Dead
• Speak With Dead
• Vampiric Touch
 

Ghost Orb:

  Heroic Caster Enchantment Worth: 980 gp   While holding it, you can use it to cast Gaseous Form without expending a spell slot. When you cast the spell this way, your gaseous form looks like a ball of light that sheds dim light in a 5ft radius. Once you do so once a day, the spell cannot be cast in this way again until the next dawn.
 

Protective Incense:

  Heroic Caster Enchantment Worth: 180 gp   While wielding this weapon, it protects the creature possessing it, granting a +4 bonus to saves made against the effects of Celestials, Fiends, Fey, and Undead.
 

Fold Space (fold space II & fold space III):

  Legendary Caster Enchantment Worth: 1500 gp   The bearer can choose a space within 30ft of you that you can see (no action required). You treat that space as if it were within 5ft of you until the end of your turn. This allows you to move into that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were adjacent to you (including allowing you to make melee attacks into that space). You can use this property a number of times equal half to your prof. bonus (rounded down) per long rest. Whenever you apply this enchantment to an item that already bears it, the number of times you can use its property between rests increases by 1.
Fold Space III (Manipulate Space) The bearer can choose a space changes to within 60ft of you that you can see (no action required). You can use this property a number of times equal half to your prof. bonus (rounded down) per long rest.
 

Thaumaturge:

  Wonderous Caster Enchantment Worth: 100 gp   Your number of known spells increases by your proficency modifier. Additionally learn one spell from the wizard spell lists. If you already are a Wizard, learn a spell from the Druid spell list. This does not stack with another Thaumaturge effect. (5 known spells added to your list of known spells)          



 

Special Cursed Item Enchanting - Cursed Armour Enchantments

The following enchants work on Armour of Reinforced quality, Mastercrafted and works as well on least +1 magical armour that do not include additional effects. Also known as Compunction Curse Scrolls or Compunction Cursed Scriptures.
 

Flagellation curse:

  Beyond Legendary - Cursed Enchantment Worth: 4,500 gp   Enchant your armour with a special whipping binds. Your actions, bonus actions and reactions cause you take an amount equal to your prof. modifier psychic damage (Extra attack doesn't cause additional damage). Enemies within 10 ft of you have disADV on attacks creatures that arent you and cannot gain bonuses from flanking. Creatures that are further than 10 ft of you have the effect of half cover on attacks on attacks against your allies within 10 ft of you. Cursed: When you enchant your armour with this you cannot remove your armour unless you cast a 10 minute unbinding ritual and you are still attuned and cursed by it until you cast remove curse on yourself
 

Deep Chill curse:

  Beyond Legendary - Cursed Enchantment Worth: ???? gp   Enchanting your armour with the black necrotic mist chills to the bone. You are vulnerable to cold and necrotic damage. Creatures that end their turn within 5 ft of you take 5 cold damage, including allies. You can choose to use a reaction to remove that cold damage from creatures up to your prof modifier. You deal 3d6 extra necrotic damage on the first creature that you hit each turn that are not resistant or immune to necrotic.   When you attack more than once a turn you must succeed a DC8 CON save or your limb is frozen and the attack misses. You must retry the freeze save each attack after that. Cursed: When you enchant your armour with this you cannot remove your armour unless you cast a 10 minute unbinding ritual and you are still attuned and cursed by it until you cast remove curse on yourself
 

Smoking Armour curse:

  Beyond Legendary - Cursed Enchantment Worth: ???? gp   Wisps of harmless, odorless smoke rise from this armor while it is worn. The wearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit. Your shoulders errupt flames as part of a spell, spell attack or attack action and creatures within 5 ft must succeed a DC10 dex save. Failure: take 1d6 fire damage.   Any lit flames with a radius of the wearer are absorbed into the wielder. Additionally if a fire spell targets you or an area near you, have disADV on the save and nearby allies within 15 ft have ADV, fire spell attacks instead redirect to you. You gain endure fire damage whilst wearing this armour.   Cursed: When you enchant your armour with this you cannot remove your armour unless you cast a 10 minute unbinding ritual and you are still attuned and cursed by it until you cast remove curse on yourself
 

Hazardous Visage curse:

  Beyond Legendary - Cursed Enchantment Worth: 6,000 gp   This armour enchant builds up static energy as you cast spells or attack from ranged (including reach melee attacks). The wearer is vulnerable to bludgeoning, lightning and thunder damage. After you attack or cast a spell you are considered 'charged' until the end of your next turn (refreshing after each attack or spell cast). While charged you deal ranged attacks and ranged spell attacks with disADV but can hit creatures in a line up to 120ft with an additional 1d10 lightning damage. Or if you are charged and cast an area of effect spell it also effects up to your prof modifier of additional enemies outside of the area of effect with lightning damage.   If you are charged and hit with a thunder or bludgeoning attack, you are forced to do a DC13 CON save or be dazed until start of your next turn.*
Dazed:
1 A dazed creature cannot take reactions and has disadvantage on ability checks and Dexterity saving throws.
2. When a dazed creature takes the Dash action they must succeed on DC 15 Dexterity saving throw or fall prone.   When your turn ends and you have not been 'charged' you pulse out a wave of thunder to shove all creatures within 10 ft from you, these creatures have to save DC10 STR save. Failure: You are moved 10 ft away from the wearer. You can instead reaction to either focus this energy on allies who are on 0 hit points remaining and rolling death saves to become stable.   Cursed: When you enchant your armour with this you cannot remove your armour unless you cast a 10 minute unbinding ritual and you are still attuned and cursed by it until you cast remove curse on yourself
 

Exsanguination curse:

  Beyond Legendary - Cursed Enchantment Worth: ???? gp   This armour enchant causes the bearer to shed their flesh to retain its power without the fear of the loss of vitality. You can use your CON modifier in place of your Dex Modifier when it comes to EV and AC calculations. When confronted by undead or demon, the users main arm turns into a skeletal arm, wreathed in radiant yellow flames. You deal an additional 1d6 per half your proficiency modifier rounded down to undead, demon. Creatures of Undead, Fae, Demon or Celestial are drawn to this skeletal arm.   You are vulnerable to radiant and fire and have disADV on CHA saving throws. The arm drinks 1 HP of blood per turn from the user. Lowering your remaining and Maximum HP by that amount until a long rest.   Cursed: When you enchant your armour with this you cannot remove your armour unless you cast a 10 minute unbinding ritual and you are still attuned and cursed by it until you cast remove curse on yourself   To learn more about Curses please check the following Curses ⭐⭐⭐⭐⭐Reward⭐⭐⭐⭐⭐ Article and how they affect each other.



     

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